X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcommon_world.glsl;h=cb68f35a4cf7f2ebac919722825990b4d8a3eca4;hb=5fba3602f053116a8e3849bc12c03198d6d7461c;hp=2b708858895c4afc8685bec62825c5529a1787d2;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 2b70885..cb68f35 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -16,6 +16,8 @@ layout (std140) uniform ub_world_lighting vec4 g_sunset_ambient; vec4 g_sun_colour; vec4 g_sun_dir; + vec4 g_board_0; + vec4 g_board_1; float g_water_fog; float g_time; @@ -117,7 +119,7 @@ vec3 scene_calculate_light( int light_index, light_delta = normalize( light_delta ); float quadratic = dist2*100.0; - float attenuation = 1.0f/( 1.0f + quadratic ); + float attenuation = 1.0/( 1.0 + quadratic ); attenuation *= max( dot( light_delta, normal ), 0.0 ); float falloff = max( 0.0, 1.0-(dist2*light_co.w) );